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Journal on Education
ISSN : 26551365     EISSN : 26545497     DOI : -
Core Subject : Education,
Journal On Education is a journal that publishes articles related to research (Case Study, Qualitative, Quantitative, Action Research), or development in the field of education such as early education, basic education, secondary education, out-of-school education, higher education, assessment in education, education curriculum, management education, educational philosophy, and other topics related to education. Journal On Education publishes publications four times a year, in December, March, June and September. The Journal is registered with E-ISSN: 2654-5497 and P-ISSN: 2655-1365.
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Articles 8 Documents
Search results for , issue "Vol 2 No 3 (2020): Journal On Education: Volume 2 Nomor 3" : 8 Documents clear
Using VBA Learning Media To Improve Students’ Mathematical Understanding Ability Tommy Tanu Wijaya; Zhou Ying; Liu Cunhua; Zulfah Zulfah
Journal on Education Vol 2 No 3 (2020): Journal On Education: Volume 2 Nomor 3
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v2i3.314

Abstract

Trigonometry is one of the basic of mathematics that is taught in high school. Students always thinks that trigonometry is a hard theory and this research aims to overcome the students’ problems by using VBA learning media base on the 6-question cognitive theory. This research will use the experiment method with a pre-test and post-test to see the difference on the students’ mathematics understanding ability that uses VBA learning media based on the 6-question cognitive theory and the one that uses traditional teaching method. The result of this research is that there is a difference and an increase in the students’ mathematics understanding ability that uses VBA learning media base on the 6-question cognitive theory compared to the students who uses traditional teaching method.
Peningkatan Kemampuan Penyelesaian Matematika Materi Fungsi dan Fungsi Invers Melalui Metode Think Pair Share Pada Siswa Kelas XI-Geomatika Sri Bardini
Journal on Education Vol 2 No 3 (2020): Journal On Education: Volume 2 Nomor 3
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v2i3.317

Abstract

Tujuan dalam penelitian ini secara umum adalah untuk meningkatkan kemampuan dalam pemecahan masalah Aljabar pada Fungsi dan Fungsi Invers siswa kelas XI Geomatika Sekolah Menengah Kejuruan Negeri 2 Surakarta, dan secara khusus bertujuan untuk meningkatkan hasil belajar Matematika materi Fungsi dan Fungsi Invers pada siswa kelas XI Geomatika di Sekolah Menengah Kejuruan Negeri 2 Surakarta. Hasil penelitian dapat disimpulkan bahwa penerapan metode pembelajaran Think Pair Square Penerapan metode pembelajaran Think Pair Share secara signifikan dapat meningkatkan kemampuan siswa dalam Fungsi dan Fungsi Invers Siswa kelas XI DPIB-A SMKN 2 Surakarta. Kemampuan siswa dalam Fungsi dan Fungsi Invers pada kondisi awal sebelum tindakan persentase kemampuannya berada pada kategori rendah yaitu 47.22 % dan pada siklus I mengalami peningkatan dengan tingkat kemampuan sedang yaitu 64% dan pada siklus II kemampuan siswa berada pada kategori tinggi yaitu 86 %. Peningkatan kemampuan siswa dalam pemecahan masalah matematika sangat signifikan yaitu sebesar 38,78% dari kondisi awal.
Tahap Preliminary Research Pengembangan Modul Pembelajaran Matematika Berbasis Game pada Materi Persamaan Trigonometri di Kelas XI MIA Astuti Astuti; Ahmad Syakir
Journal on Education Vol 2 No 3 (2020): Journal On Education: Volume 2 Nomor 3
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v2i3.318

Abstract

Tujuan penelitian ini adalah menghasilkan modul pembelajaran berbasis game menggunakan metode inkuiri berorientasi pemecahan masalah, mengetahui kefektifan penggunaan modul dalam meningkatkan kemampuan pemecahan masalah peserta didik serta mengetahui tanggapan peserta didik terhadap penggunaan modul dalam pembelajaran pada materi persamaan trigonometri. Penelitian ini dilaksanakan menggunakan rancangan penelitian pengembangan dengan mengadopsi model Plomp yang meliputi beberapa fase seperti: 1) Preliminary Research, 2) Prototyping Phase, 3) Assessment Phase. Berdasarkan Priliminary Research diperoleh perlunya dikembangkan modul pembelajaran matematika berbasis game pada materi persamaan trigonometri, hal ini dikarenakan hasil belajar peserta didik pada materi persamaan trigonometri sangat rendah.
Peningkatan Motivasi Belajar Menggunakan Google Classroom Ditengah Pandemi Covid-19 Pada Peserta Didik Kelas XI IPS 4 SMAN 1 Bangkinang Kota Putri Umairah; Zulfah Zulfah
Journal on Education Vol 2 No 3 (2020): Journal On Education: Volume 2 Nomor 3
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v2i3.319

Abstract

Pandemic covid-19 menyebabkan dilakukannya tindakan pencegahan dengan meliburkan sekolah terutama yang berada di zona merah penyebaran Covid-19. Bangkinang Kota salah satu zona merah yang mengharuskan sekolah dari KB sampai dengan perguruan tinggi meliburkan peserta didiknya. Hal ini mengakibatkan terhambatnya proses pembelajaran. Guru-guru yang biasanya mengajar di dalam kelas menjadi kebingungan dalam melaksanakan proses pembelajaran. Salah satu cara yang dilakukan guru adalah dengan memberikan tugas kepada peserta didik melalui via whatssap. Namun usaha tersebut kurang memotivasi peserta didik. Penelitian ini bertujuan untuk meningkatkan motivasi belajar peserta didik dalam pembelajaran Matematika dengan Metode Daring menggunakan Google Classroom pada peserta didik kelas XI SMAN 1 Bangkinang Kota tahun ajaran 2019/2020, pada kelas XI IPS 4 yang mengikuti kelas Daring via Google Classroom berjumlah 18 orang. Penelitian ini dilakukan pada tanggal 14 April 2020 sampai 15 Mei 2020. Metode penelitian yang digunakan adalah penelitian tindakan kelas. Penelitian dilaksanakan dalam satu siklus yang terdiri dari empat pertemuan. Instrumen penelitian ini berupa Lembar Kuesioner pelaksanaan Kelas Online atau Kelas Daring. Berdasarkan analisis data diperoleh jumlah siswa yang memiliki motivasi belajar tinggi sebanyak 17 orang, dan 1 orang peserta didik memiliki motivasi belajar matematika sedang setelah dilaksanakannya pembelajaran daring melalui google classroom ini.
Pengembangan Perangkat Pembelajaran Matematika Model Learning Cycle 7e Siswa Kelas X SMA Pada Tahap Validitas Sri Ulfa Insani
Journal on Education Vol 2 No 3 (2020): Journal On Education: Volume 2 Nomor 3
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v2i3.329

Abstract

The aim of this research is to produce trigonometry instructional package with learning cycle 7e model based on the aspect of validity, practicality, and effectiveness in terms of problem solving skill and curiosity of 10th grade senior High School students. There are seven phases of learning cycle 7e model consisting of elicit, engage, explore, explain, elaborate, evaluate, and extend. The developed instructional package consists of lesson plans and worksheets. This study was research and development. The developing model in this research used ADDIE’s model (Analyze, Design, Develop, Implement, and Evaluate). The research instruments were validation sheets, teacher assessment quistionnaire, student assessment quistionnaire, observation sheets for learning implementation, problem solving skill tests, and curiosity questionnaire. The instructional package is effective if the percentage of students who meet the completion of a classical test on problem-solving skills tests reaches at least 75%, and if the percentage of questionnaire results students meet the high category with minimum 75%. The first step of this research is to carry out the analysis with the steps of conducting analysis of needed, analysis of material, and analysis of student character. In this step, lesson plans and worksheets were designed with learning cycle 7e model. To determine validity criteria, a validation sheet is used based on the expert's assessment. Then for the practicality used teacher assessment quistionnaire, student assessment quistionnaire, and observation sheets for learning implementation. Next to determine the effectiveness criteria seen from the results of student scores by giving problem solving skill tests, and curiosity questionnaire.
Pengaruh Kemandirian Belajar Matematik Siswa Terhadap Kemampuan Berpikir Kreatif Matematis Siswa SMP Fuji Sri Astuti; Tri Buana Bintang; Rizka Vita Utami; Padillah Akbar
Journal on Education Vol 2 No 3 (2020): Journal On Education: Volume 2 Nomor 3
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v2i3.434

Abstract

This research aims to analyze and in study about influence of mathematical by self regulated learning against the ability of mathematical creative thinking high school students. The methods used in this research is quantitative data with the correlational method. The population in this research is a high school student in the city of Karawang with sampels as many as 32 student that assigned by techniques purposif sampling at one high school in the city of Karawang. The instruments in this research is a test of the ability of mathematical creative thinking as much as 4 items and scale self regulated learning as much as 10 scale statements.
Permainan Interaktif Audio Visual Dalam Meningkatkan Kemampuan Berhitung Permulaan Pada Anak Usia Dini Kelompok B RA Al Asyar’y Wiwin Windasari; Ida Sri Wahyuni
Journal on Education Vol 2 No 3 (2020): Journal On Education: Volume 2 Nomor 3
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v2i3.436

Abstract

This study aims to see how much influence or difference on the results of the initial arithmetic learning. In this study the dick class and the experiment were both given a pretest, then given a different treatment. The treatment is an experimental class given treatment in the form of an interactive audio visual video game, while the control class only uses conventional learning, after being given several treatments, then the experimental class and the control class are given posttest. Next, a study is conducted on how successful the use of an interactive audio visual game in improve initial arithmetic skills. This research uses quasi-experimental research. The research design used by researchers is None Quivalent Control Group Design. As for the sampling using non-probability sampling or non random sampling techniques A total of 17 children of group B Ra Al Asyar'y were involved as an experimental group of 9 children in the control group of 8 people. Data collection techniques using observation techniques, then the data collected was analyzed with descriptive statistics and t-test infirential statistics. The results of this study found that there were differences in the initial numeracy ability between groups of children who were taught with video learning with groups of children who were taught with whiteboard (conventional) media group B. This was indicated by the results of a significant value of 0.00 <0.05 then H1 accepted and H0 rejected. The average score of the experimental group is 26,25 and the average score of the control group is 23,25 This means that the average score of the experimental group> the average score of the control group, so that it can be concluded that the application of instructional video has an effect on the ability to count in the beginning of group B. Ra Al Asyar'y. Based on this research, it can be suggested that learning videos can be used to solve problems in developing children's beginner's numeracy skills.
Analisis Kesulitan Belajar Siswa Kelas II Pada Materi Penjumlahan Dan Pengurangan Bilangan Alan Suherdi; Aliyudi Aliyudi; Yandi Aryanti
Journal on Education Vol 2 No 3 (2020): Journal On Education: Volume 2 Nomor 3
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v2i3.437

Abstract

Mathematics is usually considered by students as the most difficult subject, this is a problem for teachers so there is a need for innovation in the learning process so that students' assumptions can be resolved.Mathematics can also be used to analyze and simplify as problems. Integers are numbers consisting of counts and negative numbers, the set of all integers denoted by Z, the set Z is closed to addition operations, subtraction operations and multiplication operations. This research method is qualitative. The study population is class II MI BAABUSSALAAM. The sample was taken in only one class with 20 students. Data collection was carried out with two forms of written test instruments in the description and interviews of students who experienced types of mathematical problem solving difficulties namely 1) understanding the problem 2) making plans 3) implementing the plan, 4) looking back at the results obtained. Data analysis was performed by examining the number of answers based on grade level, namely upper class, lower class and middle class supported by interview test results. We can apply the correct concepts regarding integer material to students who have difficulty.

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